Is the freezer stopping eggs from hatching new? I know I've had a stack of eggs hatch in the freezer but it could have been a couple of updates ago
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# ? Jan 15, 2017 05:46 |
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# ? May 22, 2024 05:15 |
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Ok, thanks for the tips. I noticed that Plan Carefully is at the top of the Steam Workshop lists so I'll probably pick that up and then save some decent pawns. I wasn't really aware at how many mods were out for this game already.
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# ? Jan 15, 2017 05:51 |
do the pawns have a file in the game files when you use PC to make your own? I would like some goon pawns to
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# ? Jan 15, 2017 06:07 |
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Buy slave with great traits She puts on clothes Goes outside Mauled to death by panther I swear, in my map, these loving panthers are the biggest threat. I had to force everyone to stay in the base at all times because of these loving things
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# ? Jan 15, 2017 07:55 |
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Predators are a really serious problem this alpha, yeah. I like that but it's an extra level of difficulty and micromanagement. It does make animal-skilled hunters very valuable though, because you can assign guards to them.
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# ? Jan 15, 2017 08:26 |
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I ended up just making an absolutely huge wooden wall around my place. It burns down every so often and raiders break down the doors every time but all other times it keeps the carnivores out and they don't annoy the poo poo out of me.
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# ? Jan 15, 2017 08:35 |
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When you research Stonecutting a high priority ought to be some stone walls, just for that reason.
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# ? Jan 15, 2017 08:41 |
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One of my guys was kidnapped by a pirate band, if I drop pod into their base will I find him there? Can I get him back? These fucks stole my level 17 doctor. I swear I can't keep more than 7 colonists alive at a time on Randy Base Builder... jesus edit: They called me but I can't afford the ransom... will I get another chance? edit 2: apparently they do and they keep dropping the ransom every time Teikanmi fucked around with this message at 10:46 on Jan 15, 2017 |
# ? Jan 15, 2017 08:42 |
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Teikanmi posted:One of my guys was kidnapped by a pirate band, if I drop pod into their base will I find him there? Can I get him back? These fucks stole my level 17 doctor. he must be a pain in the rear end, soon you'll see a single drop pod fall outside your bass he'll be in there gagged with a noted pinned to his chest saying gently caress this you can have him back.
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# ? Jan 15, 2017 11:54 |
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Could you make potential make-shift cruise missiles by filling drop pods with hopped-up boomalope? Just lob a few at an enemy settlement and just release them.
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# ? Jan 15, 2017 15:07 |
Stretch Marx posted:Could you make potential make-shift cruise missiles by filling drop pods with hopped-up boomalope? Just lob a few at an enemy settlement and just release them. It kinda works. You have to wait till the enemy attacks them, and enemy bases tend to have firefoam poppers.
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# ? Jan 15, 2017 15:10 |
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Re:Killing Animals and Predators talk I've started a policy of killing any predators on the map that I don't want to tame, and I've noticed far more game on my maps because of it. Herds of deer, muffalo, turkey, and such stick around the map and I can selectively weed out the older ones of the herd to make sure it's all sustainable. Basically what I'm saying is, treating hunting in the game like you would in real life actually pays off pretty well.
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# ? Jan 15, 2017 15:34 |
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Hieronymous Alloy posted:It kinda works. You have to wait till the enemy attacks them, and enemy bases tend to have firefoam poppers. That's a shame. If they had packs full of explosives would the fire trigger them?
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# ? Jan 15, 2017 16:41 |
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I tried to control my Muffalo population so I slaughtered all the males. The fact that I had to keep slaughtering the males for a few generations made things pretty awkward.
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# ? Jan 15, 2017 16:57 |
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OwlFancier posted:Generally I think release, hotfixes until it runs OK, next alpha. There's Zhentar's Vanilla Fixes. Updated on Friday with four new fixes! (And I was generous this time and didn't include a fix for tended wounds never getting infected!) CainsDescendant posted:Is the freezer stopping eggs from hatching new? I know I've had a stack of eggs hatch in the freezer but it could have been a couple of updates ago Yes, as of A16 fertilized eggs get damaged/destroyed over time at temperatures below 0C (previously it was below -20C). A related change, fermenting beer is no longer destroyed immediately outside of the required temperature range; it also takes some time now.
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# ? Jan 15, 2017 19:21 |
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So I discovered something fundamentally weird about fueled structures that can have recipes/work bills: if wood is excluded from the fuels list in the config file, even if the structure is fueled, the recipes won't get worked I have no idea where this would be defined or how to work around it e: When this situation is set up, if you select a pawn and right click the structure, the bill seems to have the same description as fueling and not actually what it's configured to show Flesh Forge fucked around with this message at 20:00 on Jan 15, 2017 |
# ? Jan 15, 2017 19:57 |
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Can someone tell me what the criteria for an infestation placement is, and if anything changed in the recent update? I've got miles upon miles of mining tunnels dug out, some outdoors and some indoors, and yet I've had three infestations all spawn in the same underground base corridor despite it being floored, lit heated and walled up. A few test runs in dev mode saw that same corridor infested despite me setting up a few areas inside the mountain perfect for infestation. What am I missing, because in the past I've dug up areas outside my base and the bugs spawn there rather then my base.
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# ? Jan 15, 2017 20:21 |
Given overhead thick rock, three things prevent infestation: bright light (sunlamps), cold temperatures (below 0 F), and/or placing objects in every square so the hives cannot spawn (rubble works). Light is less effective than the other two as it just shifts percentage chance to spawn.
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# ? Jan 15, 2017 20:28 |
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Hieronymous Alloy posted:Given overhead thick rock, three things prevent infestation: bright light (sunlamps), cold temperatures (below 0 F), and/or placing objects in every square so the hives cannot spawn (rubble works). Great, so my lovely heated corridor is drawing in every bug away from the frozen mining tunnels?
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# ? Jan 15, 2017 20:51 |
MadJackMcJack posted:Great, so my lovely heated corridor is drawing in every bug away from the frozen mining tunnels? Well, if the mining tunnels are all under 0 F the bugs *can't* spawn there, it's only light that's a matter of probability. But yeah. Bright side: it's relatively straightforward to use heaters to heat the bugs to 170 F and give them heatstroke, and standard woolen cowboy hats and dusters are enough for your colonists to be comfortable at 170F.
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# ? Jan 15, 2017 20:57 |
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Hieronymous Alloy posted:wool hat and coat makes 170F comfortable What? Seriously?
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# ? Jan 15, 2017 21:00 |
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bird food bathtub posted:I ended up just making an absolutely huge wooden wall around my place. It burns down every so often and raiders break down the doors every time but all other times it keeps the carnivores out and they don't annoy the poo poo out of me. A walled courtyard around your farms is a very good idea. Mimesweeper posted:What? Seriously? It's a little silly as the game doesn't differentiate between being out in the desert and being in a literal oven, so the desert survival gear also works if you decide to heat a room up to 70C. Heat really is the best way to fight bugs, compartmentalize your mountain bases and ensure they have good ventilation to the outdoors, then chuck a molotov in the room and watch as you heat it until the floor glows. You'll damage any flammable material in the room but it'll kill the infestation, the difficulty is not cooking the rest of your base in the process, which is what necessitates the layout. Sometimes you'll just have to evacuate outside until it cools down. OwlFancier fucked around with this message at 21:06 on Jan 15, 2017 |
# ? Jan 15, 2017 21:01 |
Mimesweeper posted:What? Seriously? yup. varies a bit by material type.
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# ? Jan 15, 2017 21:08 |
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Hieronymous Alloy posted:Well, if the mining tunnels are all under 0 F the bugs *can't* spawn there, it's only light that's a matter of probability. But yeah. My main concern is that they'll spawn when the corridor is in use and murder the poor saps before they can react. That said, I'm now going to set up a separate room, heated, dark and underground, slightly away from my main base as spawn bait, and then hopefully they will spawn there and get roasted when I crank up the heat.
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# ? Jan 15, 2017 21:34 |
MadJackMcJack posted:My main concern is that they'll spawn when the corridor is in use and murder the poor saps before they can react. There's also a cap of 30 hives per map, apparently, so you could try keeping 30 hives going off-base and then none should spawn in your base.
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# ? Jan 15, 2017 21:36 |
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Hieronymous Alloy posted:There's also a cap of 30 hives per map, apparently, so you could try keeping 30 hives going off-base and then none should spawn in your base. A17 Bug Fixes -Removed the cap on infestation hives
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# ? Jan 15, 2017 21:39 |
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Hieronymous Alloy posted:There's also a cap of 30 hives per map, apparently, so you could try keeping 30 hives going off-base and then none should spawn in your base. Bollocks to that, my husky army needs kibble!
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# ? Jan 15, 2017 21:44 |
Oh if you're up at thirty hives they're constantly cranking out new bugs. Even if you're knocking them out with heatstroke there's always fresh ones in the area at that point due to spawn rates.
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# ? Jan 15, 2017 21:46 |
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I just line my guys up outside, send in one guy with fast walker and a shield to draw bug agro, run around outside in circles around my gunners and wait for all the bugs to get murdered while chasing the guy. Works one hundred percent of the time, fifty percent of the time, all of the time (tm).
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# ? Jan 15, 2017 23:38 |
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Wall it up and install a massive bank of air cons pointing the hot vent into the cave. Go past heatstroke and straight into oven baked.
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# ? Jan 15, 2017 23:41 |
Speaking of hives you can also use this as a method to farm jelly. Crank up the heat until bugs have heatstroke, send in a pawn to collect (with heat appropriate gear), cool it down and the bugs go back to tending the hives.
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# ? Jan 16, 2017 00:47 |
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After a year I decided the place I had embarked really wasn't suited for what I wanted to build, too many hills and ponds in the way of everything. But instead of having to abandon and restart I just packed all our food and meds up, and the whole merry band spent a couple of days walking through the woods, then settled someplace new. And it's pretty much perfect with a huge open area for my cult-castle-thing I want to build! thank u tie nan
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# ? Jan 16, 2017 04:29 |
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I've been using this Medical Complication pack for A15. Is there anything similar that you guys know about for A16? I've poked around their forums a bit but haven't seen anything so encompassing that appears to work with A16.
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# ? Jan 16, 2017 11:27 |
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Finally finished my spergcube/colony. All natural except for the islands on the left, but I figured a bit of terraforming isn't that big of a deal Thank god I only work 4 days a week
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# ? Jan 16, 2017 14:16 |
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Love the prison Island, how did you do it?
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# ? Jan 16, 2017 17:50 |
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The Cult mod does not gently caress around holy poo poo we just got hosed up by a Chthonian
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# ? Jan 16, 2017 17:57 |
Teikanmi posted:Finally finished my spergcube/colony. Oh, this is the good stuff right here
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# ? Jan 16, 2017 17:59 |
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Most of the prison island was already there but I enabled Development Mode in the options and then the first play button at the top. On the menu that pops up, in the bottom right corner there is a setting for "Set Terrain" and you can put down whatever terrain you want, so I did sand, shallow water and deep water. Again I don't consider it cheating per se, because I think it will get added to the game eventually.
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# ? Jan 16, 2017 18:02 |
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Hey Hieronymous, when you were having trouble with your secondary base, what kind was it? Like a full on building with multiple people? I'm thinking I should send a couple drop pods with a dude or two and a pile of supplies and mine out an adjacent map hex and ship the metal back to the primary. Think a little mining outpost like that would kill my game? What happens when you switch back and forth, anyway? Things just keep operating as they are?
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# ? Jan 16, 2017 19:33 |
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# ? May 22, 2024 05:15 |
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The game runs both maps at the same time. When there's another group of settlers they are greyed out at the top and clicking on them switches maps to theirs, greying out the other group. My assumption is that two maps and all the weather/animal/NPC/item processing that goes into them chokes up the code somewhere.
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# ? Jan 16, 2017 19:40 |